gui-conventions

Enforces UGUI architecture conventions for Unity game UI panels, prefabs, and themes.

Updated Jan 29, 2026
One-click install
npx skills add https://github.com/Sky9th/RedDust-Abandon --skill gui-conventions-sky9th
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: gui-conventions
Source: https://github.com/Sky9th/RedDust-Abandon/tree/main/.claude/skills/gui-conventions
Command: npx skills add https://github.com/Sky9th/RedDust-Abandon --skill gui-conventions-sky9th

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game UI codebases drift into inconsistency when multiple developers create panels, prefabs, and components without shared rules, causing Z-order bugs, theme mismatches, and unmaintainable prefab structures. ## Core Features & Use Cases - Layered UI Architecture Rules: Defines the Screen/Overlay/Modal layer model under a single UIManager Canvas, with fade transitions and mutual exclusion rules. - Prefab and Component Standards: Mandates base prefabs with pre-wired references, Prefab Variants only for structural differences, and method-based encapsulation instead of exposing raw Unity components. - Theme and Color System: Routes all colors through UIThemeSO with color roles (primary/surface/onPrimary) and UIColorStyle switching, including Edit-mode preview via [ExecuteAlways]. - Use Case: When adding a new settings panel to the game, follow the conventions to register a UIPanelId enum value, build the prefab without a nested Canvas, wire theme color roles, and hook scene transitions through TransitionWithLoading. ## Quick Start Apply the gui-conventions rules to create a new UGUI screen prefab with theme colors and register it in the UIManager.

Frequently Asked Questions about gui-conventions

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I structure Unity UGUI screens and overlays?▼

Use a single UIManager with three layers: Screen for mutually exclusive fullscreen panels, Overlay for coexisting HUD elements, and Modal for popup stacks. All layers live under one Canvas and use CanvasGroup fade transitions for Enter and Exit.

How to manage UI colors with a theme system in Unity?▼

Centralize colors in a UIThemeSO ScriptableObject where components declare color roles like primary, surface, and onPrimary instead of hardcoded values. Switch palettes via UIColorStyle, and add new styles by extending UIColorSet fields and the GetColorSet branch.

Should Unity UI prefabs contain their own Canvas component?▼

No, Screen and Overlay prefabs must not include their own Canvas because nested Canvases cause Z-ordering conflicts. Keep one Canvas under UIManager and use CanvasGroup on prefab roots for fade transitions.

When should I use Prefab Variants in Unity UI development?▼

Use Prefab Variants only for structural differences, such as a Button_Icon variant adding an icon child node. Property changes like Size, Interactable, or Style should be set directly on instances rather than creating new variants.

Why does my Unity UI break in Edit mode with DOTween?▼

DOTween animations fail in Edit mode because the runtime tween engine is not active. Guard every DOTween call with an Application.isPlaying check, and use direct value assignment for Edit-mode previews like UIStatBar.SetValue.